mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
4847f7e3ad
Remove unnecessary calls to `iter()`/`iter_mut()`. Mainly updates the use of queries in our code, docs, and examples. ```rust // From for _ in list.iter() { for _ in list.iter_mut() { // To for _ in &list { for _ in &mut list { ``` We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library. ## Note for reviewers As you can see the additions and deletions are exactly equal. Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line. I already experienced enough pain making this PR :) Co-authored-by: devil-ira <justthecooldude@gmail.com>
173 lines
4 KiB
Rust
173 lines
4 KiB
Rust
use bevy::{ecs::event::Events, prelude::*};
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#[derive(Component, Default)]
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struct Enemy {
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hit_points: u32,
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score_value: u32,
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}
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struct EnemyDied(u32);
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struct Score(u32);
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fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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for value in dead_enemies.iter() {
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score.0 += value.0;
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}
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}
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fn despawn_dead_enemies(
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mut commands: Commands,
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mut dead_enemies: EventWriter<EnemyDied>,
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enemies: Query<(Entity, &Enemy)>,
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) {
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for (entity, enemy) in &enemies {
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if enemy.hit_points == 0 {
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commands.entity(entity).despawn_recursive();
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dead_enemies.send(EnemyDied(enemy.score_value));
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}
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}
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}
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fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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for mut enemy in &mut enemies {
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enemy.hit_points -= 1;
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}
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}
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fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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commands.spawn().insert(Enemy {
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hit_points: 5,
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score_value: 3,
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});
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}
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}
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#[test]
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fn did_hurt_enemy() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_system(hurt_enemies.before(despawn_dead_enemies));
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app.add_system(despawn_dead_enemies);
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// Setup test entities
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let enemy_id = app
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.world
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.spawn()
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.insert(Enemy {
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hit_points: 5,
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score_value: 3,
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})
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.id();
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// Run systems
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app.update();
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// Check resulting changes
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assert!(app.world.get::<Enemy>(enemy_id).is_some());
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assert_eq!(app.world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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}
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#[test]
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fn did_despawn_enemy() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_system(hurt_enemies.before(despawn_dead_enemies));
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app.add_system(despawn_dead_enemies);
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// Setup test entities
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let enemy_id = app
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.world
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.spawn()
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.insert(Enemy {
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hit_points: 1,
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score_value: 1,
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})
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.id();
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// Run systems
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app.update();
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// Check enemy was despawned
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assert!(app.world.get::<Enemy>(enemy_id).is_none());
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// Get `EnemyDied` event reader
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let enemy_died_events = app.world.resource::<Events<EnemyDied>>();
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let mut enemy_died_reader = enemy_died_events.get_reader();
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let enemy_died = enemy_died_reader.iter(enemy_died_events).next().unwrap();
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// Check the event has been sent
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assert_eq!(enemy_died.0, 1);
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}
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#[test]
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fn spawn_enemy_using_input_resource() {
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// Setup app
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let mut app = App::new();
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// Add our systems
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app.add_system(spawn_enemy);
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// Setup test resource
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let mut input = Input::<KeyCode>::default();
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input.press(KeyCode::Space);
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app.insert_resource(input);
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// Run systems
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app.update();
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// Check resulting changes, one entity has been spawned with `Enemy` component
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assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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// Clear the `just_pressed` status for all `KeyCode`s
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app.world.resource_mut::<Input<KeyCode>>().clear();
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// Run systems
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app.update();
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// Check resulting changes, no new entity has been spawned
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assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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}
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#[test]
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fn update_score_on_event() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our systems
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app.add_system(update_score);
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// Send an `EnemyDied` event
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app.world
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.resource_mut::<Events<EnemyDied>>()
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.send(EnemyDied(3));
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// Run systems
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app.update();
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// Check resulting changes
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assert_eq!(app.world.resource::<Score>().0, 3);
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}
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